Lost Magic of Chronomancy

In mastering their arts of time, chronomancers have unlocked arcane secrets, some of which were lost centuries ago and some of which will not be discovered for centuries to come.

Flicker
Conjuration cantrip
Casting Time: 1 bonus action
Range: Self
Components: V,S
Duration: Instantaneous
Available To: Sorcerers, Warlocks, Wizards
You flicker through time and shift slightly through space, imperceptibly quick. Upon casting this spell, you teleport five feet in a direction of your choice, as long as it is to a space you could move to normally and your movement would not be impeded by obstacles. This movement does not provoke an attack of opportunity. If you have not already used all of your movement before casting this spell, you may then use your remaining movement as usual, but this movement can provoke attacks of opportunity as normal, if it applies to your new position.

Delay Damage
2nd-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack
Range: Self
Components: V,S
Duration: Instantaneous
Available To: Sorcerers, Warlocks, Wizards
When hit by an attack, you cast this spell and push the damage forward in time, delaying its effect and giving you an opportunity to prepare. The damage from a single attack can be delayed. The caster does not take the damage immediately, but instead takes the damage at the end of their next turn. This delayed damage cannot be prevented while it is being delayed, nor can it be healed until after it has actually been inflicted, but the caster can otherwise make preparations during their next turn.

Loop
3rd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V,S,M (a small piece of twine tied in a loop)
Duration: 1 round
Available To: Wizards
You ensnare one creature within range in a time loop, forcing it to repeat its last action. The target must make a Wisdom saving throw. If they succeed, the spell has no effect. If they fail, on their next turn they must repeat the same action they did in their previous turn, if possible. If they attacked a target, they must attempt to attack the same target using the same manner of attack. If they cast a spell, they must attempt to cast the same spell at the same target or location. This spell only forces the target to repeat an action; they do not repeat the movement of their previous turn. If it is not possible for the target to repeat their previous action (the target of their attack cannot be reached, they lack the spell slots to recast the same spell, etc.), they lose their action.

Temporal Eye
4th-level divination
Casting Time: 10 minutes
Range: Self
Components: V,S,M (a focus worth at least 500gp, such as a silver mirror, crystal ball, or font filled with holy water)
Duration: Concentration, up to 10 minutes
Available To: Wizards
You can see and hear a particular moment in history on the same plane of existence as you, as it plays before you. When you cast the spell, you choose a location, person, or object to focus the spell on and an exact time and date to witness. Then make a History (DC 25) check modified by your familiarity with the subject.

Link to the Subject
Secondhand knowledge of the subject: +0 DC
Firsthand familiarity with the subject: -5 DC
Possession of an object linked to the subject: -10 DC
Present at the location or in close proximity to the object or person: -15 DC

If the check fails, the spell fails and you may not try to witness this point in time again until seven days have passed. If the check succeeds, you witness up to 10 minutes surrounding the moment you seek as it plays out around you in your mind's eye. You witness the event exactly as it occurred and may experience anything that would be available to your normal senses. Only the caster sees this scene play out and during that time they do not sense their actual surroundings. The caster may not interact with the scene at all, they are a passive and immaterial witness to historical events. Your point of focus is on the subject of the spell and if that subject moves, your point of focus moves along with it.

Wall of Time
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V,S,M (a small hourglass)
Duration: Concentration, up to 10 minutes
Available To: Wizards
A shimmering, translucent wall appears at a point that you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. When the wall appears, if it passes through any creatures, they must make a Dexterity saving throw. If they fail, they immediately suffer the same effects as if they passed through the wall. If they succeed, they avoid the effects but are on the opposite side of the wall from the caster.

The wall is a wrinkle in time, warping time for anything that passes through it. Any ranged attack that must pass through the wall to reach its target is made at disadvantage. If a spell that requires a Dexterity saving throw is cast against a target on the opposite side of the wall, the target has advantage on the saving throw. If a creature passes through the wall, they must immediately make a Wisdom saving throw or suffer the effects of a Slow spell for the duration.

Fold Magic
6th-level conjuration
Casting Time: 1 action
Range: Self
Components: V,S,M (a golden helix worth 500gp)
Duration: 1 round
Available To: Sorcerers, Wizards
You bend the laws of magic, folding time to allow you to cast any two spells you know in the same turn. After casting this spell, on your next turn you may cast two spells with individual casting times of 1 action, 1 bonus action, or 1 reaction. You must know the spells, have them prepared, and have the spell slots and components necessary to cast the spells, as you usually would. Casting both spells uses your action on this subsequent turn and your bonus action or reaction on this subsequent turn cannot be used to cast any other spells, including cantrips. Though the effects of these spells occur within the same round, you may choose the order in which they occur, if necessary.

Alter Experience
8th-level enchantment
Casting Time: 10 minutes
Range: Touch
Components: V,S,M (a diamond worth at least 1,000gp, which the spell consumes)
Duration: Instantaneous
Available To: Wizards
You reshape the past of one willing creature you touch, allowing it to alter its decisions, experiences, and knowledge. The creature may change one character-building decision made in the past, either during character creation or while attaining an experience level. Examples of features that may be changed include the following:

  • A skill or tool proficiency or language known
  • An ability score increase earned from leveling
  • A feat selection made during character creation or earned from leveling
  • A spell known or a spell added to a spellbook upon leveling
  • A class feature choice, such as a fighting style

A character's race, class, archetype, or background cannot be changed by this spell. Other possible changes are subject to DM approval. In many cases, the actual events surrounding the change are also subtly altered to reflect the results. For instance, if a character replaces their Survival proficiency for a History proficiency, the events of their past may have been subtly altered to reflect less time spent outdoors and more time spent learning from books.